Drox Operative v0.913 Beta Patch
fixed "Add flavor to the pot" text
added corruption thats slows down leading races some (the higher they are compared to the average power, the more corruption)
now race power bar is relative to strongest known race
fixed some race specific quests not staying race specific (incognoscente)
increased EconomicPointsNeededForWin from 3750.0 to 4500.0
now just about every quest has a direct impact to the quest giver's local economy
now when races have too much money they will start spending the excess on technology research
unrest, riots, rebellions, and civil wars now have a chance to escalate each other if more than one within same race
increased chances of ancient monster quests
changed PROTOCOL_VERSION to 4
added a few quests/events that can only happen to the most powerful race
added a few quests/events that can't happen to the most powerful race
races should turn on the leading race more often
weaker races should ban together more often now
fixed getting BaseLevelModifier sometimes
fixed world/level modifiers not working on ambient objects
decreased the level requirments for a few level modifiers
made some of the level modifiers a little more distinct
now if propaganda can't start unrest it will try to escalate current unrest
removed level requirement for rebellions and civil war
fixed a problem where sometimes would lose planet status effects from bad quests being deleted
fixed another issue with dimensional pocket levels (ShaggyMoose)
now only send discovered planet message to player that scanned the planet
race ships now have less armor plating and structure
tripled Patchwork monster's xp (jerebaldo1)
added a lose screen
you can now lose a sector if you cost the Drox Guild too much money (dying loses them money, but solved quests makes them money)
now show armor and structure regen to 2 decimal places (Crisses)
fixed PowerGridFailure thanks text (Roswitha)
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